Blackshirt (3.5e Prestige Class)

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You will not be alone in your struggle against the forces of darkness.

”

—Angela Ilverden, elven Blackshirt

Blackshirts are one of the more well-known prestige classes of the Church of Modroben because they frequently show up at opportune moments, such as just before or after an attack by undead monsters, providing locals with enchanted armor and potions to use against the dead. They are known for their black silk shirt and pants, which are unadorned except for the symbol of Modroben (three interlocking triangles) over the heart in red threads.

Like all members of the Church of Modroben, Blackshirts are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Blackshirt powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Blackshirt:

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. Blackshirts are enchantment specialists and gain an extra spell per day per level as other specialists do.

Spells: To cast a particular spell, you must have a Intelligence score of at least 10 + the spell's level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int bonus (if any).

Brew Potion: Blackshirts can brew a number of Potions of Undead-Slaying per day equal to their Intelligence modifier. Each potion requires fifteen minutes and a Knowledge (Herbalism) check with a DC of 15. It grants a +1 against undead per spellcaster level to anyone who drinks it. The bonus applies to all rolls: to-hit, damage, saves and spell effects.

At seventh level, Blackshirts can substitute any of their daily potion allotment for a Potion of Undead Immunity, which grants the user complete immunity to one specified undead power, chosen at the time of the potion's creation.

Charm Monster: Blackshirts can cast Charm Monster once per day per spellcaster level, targeted only against undead. They receive a +1 per Blackshirt level as a Class bonus to the save.

Cleave on Kill: Any object magically modified by an Blackshirt in any way becomes a Cleave on Kill object for one day longer than any other magical effect wears off.

Undead Bane: At first level, Blackshirts can cast Undead Bane three times per day.

At seventh level, Blackshirts have Undead Bane in effect on all times on themselves, such that any undead who looks at them must make a save or be affected.

Daze Undead: At fourth level, Blackshirts can cast Daze Undead a number of times per day equal to their Charisma modifier.

Hold Undead: At fourth level, Blackshirts can cast Hold Monster (undead-only) three times per day.

At tenth level, Blackshirts gain an additional daily use of Hold Monster with an extra +12 to the saving throw.

Cleave Attack Weapon: At fifth level, Blackshirts can make any object into a Cleave Attack weapon, which uses the Blackshirt's Ability Score as its base. This power lasts a number of rounds equal to the Blackshirt's Charisma modifier; it can be used at will, however, any one object can only be affected one time per day.

Binding: At eighth level, Blackshirts can cast Binding once every other day. This bonus spell can only be targeted against undead.

Impact Cleave Touch: At ninth level, Blackshirts can make an object an Impact Cleave object for one hour. This power can be used a number of times a day equal to their Charisma modifier. Blackshirts also turn every object they touch (whether they want to or not) into an Impact Cleave object for one minute.